Not in any special order:
    - Create a fallback to OpenGl 3.3, some environments (like windows VM) don´t support the most recent versions....

    - The threaded loading procedures are quite complicated to implement and understand, must review!

    - Maybe transfer all the methods header documentation to the header files, so Doxygen can get more info about it. Make detailed comment descriptions in the source file, Doxygen will put the two together? I think....

    - I'm not sure anymore that UML documentation is necessary...
      The code comments are already pretty complete, keeping two sets of documentation synched will be a problem.
      If some class or procedure is SO complex someone can't put it together just with the examples and comments, it should probably be revised!

    - Main Menu, sub-menus, etc...

    - Physics, specially damage.

    - Load puppets entirely from xml ("???) files.

    - video/animated cut scenes?

    - create a coding stile guide

    - Comunity hub: Reddit? Discord? Hubzilla?

    - Migrate the master branch to dev and keep master as the stable branch.

    - Give a proper name to the AudioEngine "project
    - Building a proper Audio Engine will be hard work, we will build a simple version of it that is enough for fighting games. The plan to actually build a Audio engine is go back to branch "frazatto/adding_audio" and start using SDL Audio instead of SdL Mixer, with all its consequences.
      The main problem is Effects can't start play from a specific time stamp, so when virtualizing sounds it is not possible to bring them back to playback list at the specific point they where supposed to be playing. (it may not be needed, try to understand how the Mixer pause/resume works! https://github.com/libsdl-org/SDL_mixer/blob/main/src/mixer.c)
        https://wiki.libsdl.org/SDL2/CategoryAudio
        https://github.com/MikeShah/SDL2_Tutorials/blob/main/27_Audio/src/Sound.cpp
      This will be hard and make the audio api dependent of the rest of the engine, just in debug, code should not exist in production, but we should add some debug features like:
         - a way to view the name of all audio files playing at any given time.
         - visual cues of where the sounds are being played.
         - a way to change audio values as the game runs.
         - a way to visualize output in real time (frequency spectrum graph).
      SDL_Mix spatial audio capabilities are simple, for more nuanced results it is recommended to use OpenAl.
